Weapon Mod Merchant

Armagon

Pre-Searing Cadet

Join Date: Jun 2005

I have often found myself in situations where I really want to purchase a particular mod, but it often can take me a long time to find anyone that has the one I want, at a reasonable price. I'm sure I'm not the only one who has found himself in such a situation. So this brings me along to my suggestion:

What I would really like to see in GW is a significant addition to the weapon merchant. Not only should you be able to customize your current weapons and craft new ones, it'd be fantastic if they could add mods to your weapons too. The amount each mod costs could be proportionate to how strong it is (ie. a staff wrapping of enchantment that offers 20% longer enchantments could cost like 20,000gp, whereas a staff wrapping of enchanting that only offers 12% longer enchantments could go for about 12,000gp). Additionally to keep things fair, make it so that getting mods in this way, as with runes when you get them from the rune merchant, does not unlock anything.

My apologies if this has been suggested before (I used the search feature and found nothing).

EDIT: A minor addition to the mod power and price scaling idea. Perhaps make it that earlier weapon merchants in places like ascalon can only offer only up to 1/4 of the max mod. As you progress through towns, while the weapons that are available for crafting get better, so too do the mods.

Vilaptca

Vilaptca

Pre-Searing Vanquisher

Join Date: Jun 2005

Fifteen Over Fifty [Rare]

I think they would make the amount just like they do with Runes, Dyes and Materials, based on supply and demand. So...we'll still see 20% Enchant wrappings going for a significantly higher price, because there is more demand for them and less supply.

Armagon

Pre-Searing Cadet

Join Date: Jun 2005

Nah see the reason I opted to avoid that sort of system was primarily because of how horrendously expensive some things would get. Besides that, we're talking items with scaleable levels of power, as opposed to three different types of attribute rune or completely different dye colours. It'd be fairer to everyone as well because frankly newer starting players are going to have a harder time getting the money to buy decent mods otherwise.

Besides rather than giving you the mod itself, I meant it simply applies it to your weapon for you.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

I don't see why not it is like going to see the preist of Balthazar for a weapon upgrade.

someoneod

Ascalonian Squire

Join Date: Nov 2005

Quote:
Originally Posted by Vilaptca
I think they would make the amount just like they do with Runes, Dyes and Materials, based on supply and demand. So...we'll still see 20% Enchant wrappings going for a significantly higher price, because there is more demand for them and less supply.
yes, if they do put in a weapons mod trader; for there to be a 'flat price' would be idiotic, it would completely crash the market for weapon mods. If they had a cost based on demand for the item (rune trader, dye trader), it would be fair and the price would stay relatively level.

AW Outlaw

AW Outlaw

Ascalonian Squire

Join Date: May 2005

Boston, MA

Ancient Warriors

yeah only level for rich people.

Gardar

Gardar

Academy Page

Join Date: Feb 2006

Iceland

[FUSE]

R/Mo

I think it's a nice Idea but ofcourse weapon mods would drop in price just like Runes have been doing, for the last couple of months.

Haggard

Haggard

Desert Nomad

Join Date: Dec 2005

Urmston, Manchester, UK

Greener Pastures [DVDF]

W/Rt

And therefore more affordable to newer players. Isn't the whole point of GW to be a level playing field not based on in game wealth?

lagrand1

Wilds Pathfinder

Join Date: Jan 2006

Zombies of War

W/

I know a lot of people put in insane hours just to get the uber-ultras. If they have a mod merchant, they shouldn't get within 2 points of perfect. So lower levels and people with less money can still get good mods, but only those 1337 collectors can either farm or buy the godlies. Personally, I use the greens. Keep those available so people can get perfect mods without affecting the gameplay of the people that play only to be rich (in fake money).

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

I wouldnt mind this. gets boring spamming "WTB zealous sword hilt" for a long time.

EDIT: But of course, they shouldnt sell the really good mods until say droks. Like armor, the farther you get in the game, the better armor you can purchase.

Cade

Cade

Academy Page

Join Date: Mar 2006

Knights of The Scorched Earth

W/

I agree, and they should do them like the rune trader.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Assming there will be a auction house type of thing... If so, than a mod merchant won't really be needed.

Else, sure. Also long as there are a large fee, as to still encourage trading and exploring/item finding.

thor hammerbane

thor hammerbane

Forge Runner

Join Date: Jun 2005

Dark Side of the Moon

Fat Kids Are Hard To Kid[nap]

Quote:
Originally Posted by Haggard
And therefore more affordable to newer players. Isn't the whole point of GW to be a level playing field not based on in game wealth?
That's exactly my point of view as well, after all, its not Greed Wars.

One thing i like to think about is how much more fun guild wars could be to new players, if every single person in the game agreed to sell their item for a tiny bit less.

For Example, i am selling my uber godly hammer for 100k because i want to buy my uber godly bow for 120k. If every1 lowers their prices, i can sell my uber godly hammer for 50k, and still buy my uber godly bow. Basically everybody sacrifices a little wealth to help each other out. And if every1 does it, then you can live with less wealth. The system works

DeadlyFred

Ascalonian Squire

Join Date: Mar 2006

Weapon mod merchants would be great, but I would settle for a WEAPON merchant. There's a weapon crafter in pre-searing... what the hell happened to that guy??? With the sheer number of weapons, both in type and in variations within types, having to rely on collectors and random enemy drops is just insane; and its only going to get worse with every expansion. (more professions, more weapon types, less probability the one you want is gona drop)

There's really no reason NOT to do this, especially since when you make PvP chars you're given free access to putting any mods you've unlocked on your weapons, I don't see how it could upset anything but the lopsided game economy :-P

Rayne Nightfyre

Rayne Nightfyre

Wilds Pathfinder

Join Date: Dec 2005

Acolytes of Lyssa [AL]

Me/A

An Upgrade Component Trader is an wonderful idea. We have a Rune Trader, so (at least in my mind) a weapon mod trader would not impact the economy too much. I would love this so much, since I find myself looking for...rather odd items at times. Since I don't want to shell out the gold for a +29 Fortitude mod to go with a Major Vigor(+41), I try to look for +24's, since I'm a nerd and have to have my health at an even amount. So instead of wasting 2 hours trying to find someone who would actually keep a +24, I could simply walk to the trader and purchase it. This wouldn't cause any imbalance in the economy, as stated before traders still reflect supply and demand.

Awesome idea,

/definitely signed.

tuperwho

Wilds Pathfinder

Join Date: Jul 2005

Tenacious Knights of Doom [TKD]

Yup, should have been there from release. Definitely scaling with demand like all the other traders, though. How do you think the "poor" get rich? Get a decent item and sell it high. The supply/demand scale ensures this. Armagon, Outlaw, and others, how would you feel if you had a max/rare upgrade and took it to the merchant? You'd want more money for it, right? Of course you wouldn't want constant price cheap merchants then. So there ya go. Still....

/signed

eom

Krytan Explorer

Join Date: Nov 2005

W/N

Quote:
Originally Posted by Armagon
(ie. a staff wrapping of enchantment that offers 20% longer enchantments could cost like 20,000gp, whereas a staff wrapping of enchanting that only offers 12% longer enchantments could go for about 12,000gp).


dude, I will GET you that 12% enchant wrap -- have your 12k ready.

how many do you want?

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

/signed

Makes shopping easier, brings down prices a little, and I know people who hate selling things because they've no clue what a fair price for the item will be.

May only request be that the traders buy the items for half of what they are selling them for or more. With the rune traders, a rune selling for 130 will only get you 30 gp... at that cost it's better to sell the thing that has the rune to a merchant.

Lord Dobo

Lord Dobo

Frost Gate Guardian

Join Date: Jan 2006

Arizona

The Unseen Hand Of Fate [fate]

E/

/signed

I've always wanted a mod trader in game. Don't see how it would hurt. Trading between players could still go on, but there would be a quicker more expensive route available at all times. Think black dyes. I could buy it from trader at 8k or you at 7k. It would control the market and eliminate baseline price guides... allow those poor OPs to rest.

If you had your heart set on a flat rate, make it exponential. Every level increasing at a higher # than the one before. Avoid the assumption that everyone deserves top teir merchandise right of the bat. The money is there for a reason. Personally, money isn't hard to come by, so I never understood the whole anti-rich argument. Takes me literally 4-5 minutes to make 1k. If you were so inclined, you could figure it out too. I just don't see the need to have any more gold on hand than is needed for your next purchase. Keep ANET's nose out of my business, them with their stats on player gold in the storage. Big Brother... hmph!

Deathwingg00

Academy Page

Join Date: Jan 2006

They should put a component merchant trader, but with capped prices. The same thing should happen to runes. A cap price, that is, a maximum price, for runes and components should be nice. It's kinda awful to see a rune worth more than 10k, seriously.

Supply-demand model is nice for the rich, it's simply too 'american capitalistic' economic model. This game needs economy caps to adapt to the 'eurosocialist' economic model as well, as many players are from europe too.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Someone already proposed a weapon mod collector. This would be a nice addition as well.

Aeon221

Aeon221

Krytan Explorer

Join Date: Jan 2006

[TEW]

N/

Quote:
Originally Posted by DeadlyFred
Weapon mod merchants would be great, but I would settle for a WEAPON merchant. There's a weapon crafter in pre-searing... what the hell happened to that guy??? -SNIP-
There is a weapon crafter in just about every town with an armor crafter. The Droks one makes a bunch of 15^50 weapons, as well as some very nice other items. Open your eyes.

That said, I like the idea of scalable improvements much better than a trader.

Have an exponential curve in effect for each increase in % based on the current drop %. Anet can do that easy, they have the formulas and data right there. Balanced, effective, and darn useful, because I hate wasting time with WTB.

I would also like to see some 10/10 staves and whatnot, rather than the 20/20 ones that all the collectors have.

Cerberus

Cerberus

Frost Gate Guardian

Join Date: Feb 2006

Gates of Hades

Edge Of Extinction

the main problem i can see with adding a Mod Trader is as follows..

As we have seen with the Rune Trader, and to a degree the Rare material Trader only popular mods/items have any real value. ( Take Mesmer superior runes for example. A player can buy a full set for less than 500g ) plus again it gives those players that have a bit of money to stock up ( and u know ppl will ) on the most popular Mods likes say +30HP pommels ect causing there prices to rise through the roof. So imo this option fails to deliver...

And as for a Mod Collector, sure sounds good but again ur going to get ppl farming like mad for the items the collector wants to get the Mod in question which as we alrdy see ppl trying to sell collectors items for exagerated prices as it is. So again imo this option also fails ( tho would make it a little easier for the casual player to aquire that nice mod they have been after. )

So as it stands atm we have probably the best way of buying / selling Mods. Agreed some of there prices are extravagant but it is reliant on the avaliability of the Mod your after. ( seen a reduction in the number of say +30HP pommels/grips floating around the game of late )

Personally i'd rather spend far less on say a +29HP pommel then pay 4x for a +30 just for the sake of an extra +1HP? ppl that insist on Max mods baffles me.

Ne way thats my opinion /rant over

Deathwingg00

Academy Page

Join Date: Jan 2006

Quote:
Originally Posted by Cerberus
the main problem i can see with adding a Mod Trader is as follows..

As we have seen with the Rune Trader, and to a degree the Rare material Trader only popular mods/items have any real value. ( Take Mesmer superior runes for example. A player can buy a full set for less than 500g ) plus again it gives those players that have a bit of money to stock up ( and u know ppl will ) on the most popular Mods likes say +30HP pommels ect causing there prices to rise through the roof. So imo this option fails to deliver...
Your argument is exactly what makes me think for having a component trader, rather than standing against that. It's obvious that less used mods should drop in price. It is true as well that there should be a non-abusive price cap as well.

We need it to end with speculation of prices. Game stops being funny when you try to buy something and they ask you for ridicule prices like 100k + ecto for something. It's a simple matter that this game needs intervention.

Quote:
And as for a Mod Collector, sure sounds good but again ur going to get ppl farming like mad for the items the collector wants to get the Mod in question which as we alrdy see ppl trying to sell collectors items for exagerated prices as it is. So again imo this option also fails ( tho would make it a little easier for the casual player to aquire that nice mod they have been after. )
Again, your argument makes this option go up, not fail, because it will stop this behaviour.
Quote:
Personally i'd rather spend far less on say a +29HP pommel then pay 4x for a +30 just for the sake of an extra +1HP? ppl that insist on Max mods baffles me.
Same here.

Cjlr

Wilds Pathfinder

Join Date: Aug 2005

SMS

E/Me

It's probably true that the very high-end mods would end up skyrocketing... But in my opinion even that would be worth alleviating the aggravation of having to look for someone actually selling one in the first place.

Of course, the less than max mods would be waaaaay easier to get, and probably cheaper. Which is basically a win-win situation.

lishi

Forge Runner

Join Date: Jul 2005

Quote:
Originally Posted by actionjack
Assming there will be a auction house type of thing... If so, than a mod merchant won't really be needed.

Else, sure. Also long as there are a large fee, as to still encourage trading and exploring/item finding.
im pretty sure gaile said there will be a trade improvement but they arent sure to implement a auction house

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

/signed

I don't see any reaosn why not. As for people getting od mods early in the game, well they already could get good weapons and runes early in the game, so that's not an issue. As for price drops, why not? Shouldn't the average player be able to find a mod to slap on their weapon without spamming for hours and ponying up a huge amount of gold? Most likely, the average player won't be buying your +30 hp pommel just like they're not buying your sup absorb

Deathwingg00

Academy Page

Join Date: Jan 2006

Quote:
Originally Posted by Dr Strangelove
/signed

I don't see any reaosn why not. As for people getting od mods early in the game, well they already could get good weapons and runes early in the game, so that's not an issue. As for price drops, why not? Shouldn't the average player be able to find a mod to slap on their weapon without spamming for hours and ponying up a huge amount of gold? Most likely, the average player won't be buying your +30 hp pommel just like they're not buying your sup absorb
That's the TRUE and MAIN point.

Lithium,

Lithium,

Frost Gate Guardian

Join Date: Feb 2006

Tears of Fallen angels

R/Mo

Quote:
Originally Posted by LifeInfusion
Someone already proposed a weapon mod collector. This would be a nice addition as well.
/signed but i like the idea that there should be mods from collectors better

Dizzy Obeah

Dizzy Obeah

Ascalonian Squire

Join Date: Nov 2005

/signed

It would be much easier to get basic mods, whenever you want to. The prices on higher level mods would indeed sky rocket, but you can still get a really good weapon anyway, (I'm gonna get spammed for this but) I don't have perfect weapons but they still kick a** with the correct skills. Don't really care if I do 1 ord 2 more in damage or have 1 or 2 more points of health, just adjust your play with the stuff you have...

Greyhart

Greyhart

Ascalonian Squire

Join Date: May 2005

UK

Servants of Fortuna

/signed

I just think there should be a trader, merchant or crafter for everything that you can get if you make a new PvP character

quickmonty

quickmonty

Ancient Windbreaker

Join Date: May 2005

/signed

It would also a place to unload mods you pick up questing and farming. Make a little extra gold.

RotteN

RotteN

Forge Runner

Join Date: Jun 2005

W/

i'd like to have a mod crafter :P

well, probably, if they implent an action house thingie, there won't be any need for traders anymore i guess ...

Deathwingg00

Academy Page

Join Date: Jan 2006

I still think that the marchants will help to sanitize the abusive prices that we still see around

Who knows, maybe one day we can have also green weapon traders or similar

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

I knew someone thought of this.

/signed for Mod & Inscription Merchant

This will now even be more important, with Inscriptions and choosable mods a distinct possibility in Nightfall.

Oh, and it should be based on supply and demand, like Runes and Dye, not set prices.

=HT=Ingram

=HT=Ingram

Forge Runner

Join Date: Feb 2005

Anchorage Alaska

Haz Team [HT]

R/W

Was actually suggested over a year ago. But it was slammed then too...

I still want to see it, but I was told unequivicably by an Anet staff member this will not happen. However things change. you never know.

Phoenix Ex

Lion's Arch Merchant

Join Date: Nov 2005

Mo/R

/signed

But I think it should be set priced so that it can be used as a gold sink, and so that stuff like vampiric can actually get a higher resell value so that people can actually earn a decent amount for their fow armor and other stuff.

Hyper Cutter

Hyper Cutter

Desert Nomad

Join Date: Jun 2006

Knights of the White Eye [HINA]

Quote:
Originally Posted by Gardar
I think it's a nice Idea but ofcourse weapon mods would drop in price just like Runes have been doing, for the last couple of months.
You say that like it's a bad thing... or, for that matter, like the majority of weapon mods aren't worthless already...

Spirit Of Azrael

Spirit Of Azrael

Echo-mending Master

Join Date: Jun 2006

Service of Shadows [SOS]

W/N

/signed

MMSDome

MMSDome

Raged Out

Join Date: Sep 2005

/no way